#arma3_scenario

1 messages · Page 41 of 1

cinder holly
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Get in one - veh getin is vehicle in vehicle functionality iirc

jolly nest
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Anyone have an idea why I'd be getting thousands of these messages every minute? 2019/07/12, 22:25:29 Server: Object 2:19309 not found (message Type_92)

signal coral
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You deleted vehicle crew with deleteVehicle instead of deleteVehicleCrew?

halcyon shard
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Hello,

How do I add a unit that normal Player cannot see or pick but Admin can?.
(just like HC)

And how to add Arsenal for West faction only! (restricted arsenal).??

PS: I wish to be able to just put in the init.

Regards!

vapid rivet
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Hey lads!

Got a kind of odd question, My group are looking to set up our own persistent missions like Invade and Annex or Liberation but with an actually story and stuff. I was thinking of using Alive for the persistence and such however we'd like to have a money system aswell, to allow us to have most of the good gear and vehicles need to be brought. I was wondering what systems their are out their that allow money systems like the Life servers use?

Cheers!

dusky lodge
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Hi everyone. Need a little help again:
I want to host a zeus mission withy buddy. So i created two zeus virtual entities.
Placed game master module, set owner to variable name z1, addons on all and inofficial ones.
After I placed the virtual entitie with the.variable name z1 and sync both together.
Then I repeated the same with the variable name z2.
So I get two zeus slots but when we join our server, only I was able to jump into zeus. Anyone got an idea why? Is it a problem with the server?

Second question as a virtual entitie zeis you are able to set the frequencies of the short and long range radio to listen to it. How can I send traffic withouth jumping into a character? The buttons I usual use to radio doensnt work...

signal coral
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anyway to force first person but allow 3rd in a vic

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tag me in response

dusky lodge
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@signal coral
I'm sorry but I don't understand what you mean.

signal coral
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slike so have it when your not in a vehicle you cant use 3rd person but when your in one you can

dusky lodge
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@signal coral
The answer isn't about my problem, right?

signal coral
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no

dusky lodge
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@signal coralcopy that

dense grove
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@dusky lodge maybe it is because you synced both. Try without sycing them.

dusky lodge
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@dense grove
I synced the first game master module with the first virtual identitie and then the second game master modul with the second virtual identitie.
I'll try your suggestion @dense grove. Thanks for that

jolly nest
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Do headless clients generate RPT files?

sinful rampart
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yes

jolly nest
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are they located in the same place as the server RPTs or in the same place as the client RPTs?

sinful rampart
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all of them are in the same place

jolly nest
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I use tadst to launch my server and that puts the RPTs in its profile folder, not in the default location

umbral fiber
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i need help ordering units in/out of my helicopter in the editor

pseudo prairie
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how can i make a name appear for conversations

"mike: lets go"

"Bod: ok captain"

dusky lodge
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@umbral fiber
Whats the problem?

umbral fiber
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im trying to get some ai to get in my helicopter and then get out and move to a certain point when i land, but when the ai reaches the get in waypoint it switches to a wait, and i cant get them to do anything

dusky lodge
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@umbral fiber
Mh...I use the get in waypoint command as well. Always worked for me. Are you flying the heli yourself or the ai? For an ai flight I normally use the 'get in' command and then for gettin out I use the transport unload command of the heli waypoint.

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Sorry I can't help

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Do you use the load transport command in the heliwaypoint?

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Or only load? I'm not sure at the moment

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load command heli and get in command of the soldiers

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Maybe that'll work

vapid rivet
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Can you set a respawn timer longer that 1 hour via the description.ext?

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Anything over an hour seems to disable respawn

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Scratch that, seems to display as No respawn but after waiting until the time gets below 1 hour, it appears to continue the countdown

bold vortex
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actually expecting someone to wait that long? 😛

thorny pike
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just preliminary test, goal is to set full realistic reproducing - 18years. Arma is about realism after all /s

umbral fiber
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@dusky lodge im flying the heli myself

dusky lodge
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@umbral fiber
Maybe it will work with a radio command. Place a move waypoint near the LZ of the heli for the soldiers. Placa a trigger with the activation radio alpha and then the waypoint get in vehicle or something like that. So if you activate the move waypoint with the radio alpha code the soldiers will move to the next waypoint, the get in waypoint.

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And hopefully they will enter the next available vehicle, your heli

vapid rivet
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@bold vortex We have a large milsim community and we run long running missions (LRM's) once every few months using ALiVE and other mods. Similar to Anti Stasi but more Objective and Story driven with only Players going up an AI Force. Had an issue last time with our latest influx of people taking weapons and running off by themselves and dying so I wanted to try an stop that incentive by having death be an 8 hour wait

bold vortex
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id just disable respawn and script it

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but up to you

thorny pike
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that seems like a really poor method of discouraging people not acting in teams

vapid rivet
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Theirs also a rules thing people need to read and sign off on before being able to access the server. Most are 18 plus its usually just 1 or 2 people who try and ruin it for the others

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Been doing them since ArmA 2 however ALiVE makes things so much fkn easier

thorny pike
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Rule 542 section W) You must not breathe faster than 1 breath per minute (1 bpm). Failure to do so will be punished by oxygen deprivation for 8 hours.

vapid rivet
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Hahahahaha

bold vortex
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I just played with no respawn and people learnt very quick to stick together or die, those who didnt would rage quit

signal coral
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would rage quit
as opposed to staying dead waiting for mission end?

bold vortex
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some would but I mean people who obviously didn't want to put effort in

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who ran off and died on their own

signal coral
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how long is the mission?

bold vortex
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bout an hour on average

signal coral
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Yeah I'd quit too and play something else than wait for an hour

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probably never come back to that server too

bold vortex
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alright

weak crystal
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EDIT: Moved to right channel

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Sorry, see there is a ask_questions_here channel - will move it there

sharp cargo
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Hello channel! Is there a way to do a setup for herd of animals with shepherd? Like unit moving around the map and animals are following him or something like that... Any ideas?

cinder holly
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@sharp cargo create sheep entities, give them move commands when too far from the shepherd, ???, profit

sharp cargo
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@cinder holly I’ve tried, without any usable results. Have you done something like that before?

cinder holly
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with humans as entities, but yes ^^

cinder holly
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@sharp cargo mind if I pm you to do that tonight?

sharp cargo
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@cinder holly Not at all.

marsh shadow
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@ashen mirage

ashen mirage
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Hi! Im looking into getting an antistasi multiplayer server up, and Im just curious how it would work, would our progress save?

winter olive
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How do I make it so a jet pilot get into his jet when the base it attackted?

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I literally do not understand anything of what you just said

near dock
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me_irl

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Basically write a script that checks what behaviour the pilot is set to at the moment every x ticks and in a waituntil loop activate a get-in waypoint when the behaviour changes to aware/combat

winter olive
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You went wrong at the start

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Write a script

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I actually don't know

thorny pike
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then you cant do it 🤷 unless you learn it

plain oxide
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anyone have the old republic life takistan server files?

woeful magnet
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Anybody know if there is a whiteboard map of CLA CLAFGHAN laying around anywhere?

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Would love a file of it for a mission briefing area.

sleek flicker
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So I have a mission Ive been creating for a little bit and a personal script Ive written for what is gonna be called First Contact and was wondering if anyone can tell me if its interesting or not

woeful magnet
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@sleek flicker I'm no expert but I'd be willing to offer some honest, constructive criticism.

sleek flicker
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Command has ordered us (MP) to go bring back Squad Bravo 31. They were on patrol last night me and the guys are having a bet if they are either passed out drunk or the idiots broke the damn truck again and trying to fix it themselves before morning reports go in. As we approached there last reported area we seen a ploom of smoke just past the turn above the trees. We did not expect to find what we did or what was left. After examining the bodies we found multiple stab wounds one of them straight to the face others were either missing an arms or legs. Next to the smoldering truck we found what we think is the skeleton of the driver still hot to the touch. We compiled evidence that the reason for the vehicle on fire was due to an explosion from the inside caused by the driver due to him no longer having a right hand and forearm. As we searched around all we could find was blood bullet casings and empty mags. Also some very strange prints leading from and towards the tree line to the north. After radioing command our findings we are told to meet with a local farmer about an entire herd of cattle being mutilated. What is going on?

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Thats basically what Im planning on doing with my first mission on zeus with the Star Ship Troopers mod

woeful magnet
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I'd trim some of the details about the investigation and such. Save that for in-mission intel.

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But other than that the plot seems interesting enough.

sleek flicker
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how can I make the intel readable when picking up intel (examine body)

woeful magnet
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That is a question for a better mission maker than I.

sleek flicker
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Gotcha I wish I had more friends online that are willing to test a bit with me like idk if I got the respawns correct or not

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both infantry and vehicles

vapid rivet
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Anyone Familiar with Indexing Maps with ALiVE?

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Been struggling to get it to work on a map :/

cinder holly
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@sleek flicker BIS_fnc_initInspectable might be a start 🙂

sleek flicker
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VERY new to arma how does one do this

cinder holly
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in your mission:

  • create your object to examine, name it myObject (for example)
  • create an init.sqf file in your mission directory, and in it write sqf [myObject, nil, "This is the text that will be displayed!"] call BIS_fnc_initInspectable;
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this should add the object an action to examine it and simply show the wanted text @sleek flicker

wooden garnet
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any idea how to delete AI soldiers from a mission if no player is present to occupy them? i need some AI on a mission, but if a player doesnt show up, id rather not have his AI slot running around the field...

cinder holly
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@wooden garnet untick AI box in the server's AI management UI, or make a script if (not isPlayer _x) then { deleteVehicle _x }; ?

wooden garnet
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well would checking off the box remove ALL AI, or just AI slots with 'playable' selected?

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wait...

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duh!

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ok, nevermind, that makes sense - my bad

near dock
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Yeah I think it was the multiplayer section? But yeah you can disable AI for playable slots

wooden garnet
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yeah, i remember - my bad. wow XD

cinder holly
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that or disableAI = 1 in description.ext

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disabledAI* btw

near dock
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@proud salmon No crossposting owowhatsthis

sharp cargo
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Quick question: Is it possible to hide (and show) triggers with Hide/Show Module in the editor?

cinder holly
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@sharp cargo hide/show is acting on 3D "visibility", so it doesn't make sense to "hide" it. If you mean activating it or not, you could use in the On Act field myBooleanCondition && this

cinder holly
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@dull wigeon Apex campaign files should be found in <ArmaDir>\Expansion\Addons\missions_f_exp(.pbo)\Campaign

dull wigeon
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Thanks @cinder holly

sharp cargo
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@cinder holly Thank you, sir.

sly lake
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Is there a way to make a marker of a unit (in my case a downed pilot) where it kinnda updates his location on the map maybe with a cooldown

cinder holly
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@sly lake you can do sqf while { sleep 3; alive groundedPilot } do { _myMarker setMarkerPos getPosATL groundedPilot; }; deleteMarker _myMarker;

sly lake
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@cinder holly that would be in the marker init or a trigger?

cinder holly
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in a script.

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@sly lake in a (one-time) trigger the "On Act" field could be:

0 = [] spawn { while { sleep 3; alive groundedPilot } do { _myMarker setMarkerPos getPosATL groundedPilot; }; deleteMarker _myMarker; };```
sly lake
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@cinder holly thank you

signal coral
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If anyone here is good with ACRE, do you know if it's possible to set up a "phone" using racks? I need a hostage negotiation tool from a distance for a mission I am developing

dull wigeon
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ok, so what would be my next move on editing the Apex campaign. I found the files using PBO Manager.

dull wigeon
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Ok, nevermind. I got it. I'm trying to change the classes around. The 2 soldiers you link up with in the start of the campaign. I changed there gear in ACE arsenal. but when I go to test it. Their gear doesn't change. but the 4 soldiers. you can choose from do. I can't located and classes or such.

woeful magnet
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With the diary entry module, how do you make clickable points?

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Such as in the Signal section, where you can click a unit call-sign and it shifts the map to where that unit is at the start.

woeful magnet
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Much appreciated

jolly nest
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I've got a problem with command channel. Currently every player on the server is in it while we only want leaders of a squad to be in there. Anyone know how I can fix this?

woeful magnet
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I would personally suggest implementing TFAR. While there is no way to stop a, say, rifleman from tuning in to platoon net its far easier to control. Additionally its a lot harder for a player to key up not realizing they are on the command channel.

near dock
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Eh some people just want to play Vanilla, adding a mod is not a good fix to a problem like that @woeful magnet

sinful rampart
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But why no acre?

woeful magnet
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I wasn't saying it was guaranteed to be the one he wanted. Was just giving it out as an option. @near dock

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I've been playing mods for so long I've almost forgotten what mission-making (and playing) in straight vanilla ARMA is like.

jolly nest
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We have a modded version of this mission but we also want a vanilla one

mossy lava
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@signal coral most missions that lock roles end up doing the checks after players spawn in, then kick them to lobby if necessary.

signal coral
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So how do i make it in my mission to do that?

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@mossy lava

mossy lava
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Scripting. Look at how Antistasi does it for the pvp slots.

signal coral
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could you link me the exact video if possible?

woeful magnet
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@jolly nest to my knowledge the only definitive way to control it is just with a more rigid enforcement of communications protocols.

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Unless somebody with more experience can note otherwise I've never found a way to actually restrict what channels a person can access.

jolly nest
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ke, tnx for the info

signal coral
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well i fixed it myself

iron ledge
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is there a way to give players custom error messages when they try to connected to a modded server without the required mods enabled? i am trying to host a modded wasteland server and im getting people that are trying to join but arent able to connect due to not having the right mods. we would like to give those players a message that tells them to join through the A3 launcher or to just download the right mods instead of the long convoluted error message arma gives by default

dull wigeon
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@woeful magnet Define who is allowed on what channel. Whether they choose to listen in or not can't be helped. But will only ruin it for themselves.

deft warren
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how can i edit all ai units settings such as courage, accuracy, reload speed, etc. for all units and all units that are spawned by the zeus?

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mainly, im just trying to eliminate ai from retreating during my units missions. so basically something that affects all ai, mainly the ones zeus spawns

woeful magnet
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@dull wigeon yeah that's what I was telling @jolly nest . Its sort of like vehicle restrictions. There's really not a definitive way to make it impossible for a rifleman to get in a helo pilot's seat. Its just a matter of them understanding and respecting that they aren't supposed to do that to maintain everyone's fun.

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One of the biggest challenges of mission creation at times: the players.

sinful rampart
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!issuewarning @signal coral crossposting

quiet nexusBOT
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Failed to PM @signal coral

sinful rampart
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Don't care, atleast it's official now. Thanks bot.

jolly nest
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@woeful magnet There are definitive ways, for riflemen getting into choppers the getin and seatswitched eventhandlers. And for command I've managed to disable the channel for those who shouldn't be in there

woeful magnet
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Oh sweet. How'd you manage that?

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I'd love to implement it.

jolly nest
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if (SomeCondition) then {
2 enableChannel [true, true];
} else {
2 enableChannel [false, false];
};```
in onplayerrespawn for command chat.  I use roleDescription in combination with find for the condition @woeful magnet
woeful magnet
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Oh, okay that's legit.

signal coral
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lol

pseudo prairie
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how do i get the game to pop up a "new task assigned" message after completing the first task?

Right now I have it set up so that after task 1 is complete task 2 will be assaigned after 10 seconds.

Task 2 does appear on the map after 10 seconds but there is no message that pops up saying this has happend.

The only way players would know that a new task is activated is if they checked there map.

I want the pop up message

pls help

cinder holly
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are you using the Task Framework @pseudo prairie ?

pseudo prairie
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im using ingame modules

scenic shard
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morning chaps 😃 anyone know the range of the "FiredNear" eventhandler? how near is near?

grizzled meteor
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<=69m

scenic shard
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Thanks mate

scenic shard
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hmm, does firednear work on units in a vec?

scenic shard
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yes, as far as i can see, firednear doesnt fire on units in a vehicle

jolly nest
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What could be causing a whole lot of "Server: Network message ba87 is pending" messages in the RPT?

scenic shard
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usually, that means the server is struggling in some way

jolly nest
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The condition is 5 lines long, I guess I could put it in a separate variable and pass that variable to enablechannel

rocky carbon
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That's one complex condition.

jolly nest
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not really, just doing a find in a role description 5 times with ors in between, could probably be done better but it only runs once on respawn so I don't really care

stray bone
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is there a way to spawn a CSAT version of a NATO-only UAV?

cinder holly
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@stray bone yes, you could replace its UAV_AI by east group ones

stray bone
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@cinder holly do you have some example code? currently i'm trying this in the vehicle init;

_grp = createGroup east;
_ai = _grp createUnit ["O_UAV_AI", getPos opforucav, [], 0, "NONE"];
_ai moveInDriver opforucav

and not geting anywhere

cinder holly
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You would need to create the uav as empty or empty its current "crew" too

stray bone
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So the one I've got placed in the editor is the empty version :/

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not the blue iconned "crewed" one

cinder holly
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the "yellow" one then, ok

stray bone
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yeah that's right

cinder holly
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hmm I don't know for sure, you cannot control it with a UAV OPFOR remote then?

stray bone
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yeah definitely no success 😦

cinder holly
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Hmmm… let me go back to my place, and if no one else answered I will try it out

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ETA 40 mikes

stray bone
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awesome, thanks @cinder holly I really appreciate it!

cinder holly
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The Script Quick-reaction Force (SQF) will be ready soon sir 😛

stray bone
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This is like when ron burgundy assembled the news team

cinder holly
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I should watch this movie

cinder holly
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@home (a bit later than expected) @stray bone
now, let's see 😛

stray bone
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@cinder holly awesome, I'm ready to test stuff

cinder holly
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@stray bone I don't get a driver in there, but I have a gunner. still I don't see the uav in the uav list

stray bone
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It's weird, no matter what I try I just can't get anything to work :/

cinder holly
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if you create a driver and moveInDriver, then do the same for gunner / moveInGunner, only the gunner gets in

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if you disassemble/reassemble it, it will again be BLUFOR 😄

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@stray bone , I got it

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private _uav = createVehicle ["B_UAV_01_F", getPosATL player, [], 0, "NONE"];
createVehicleCrew _uav;
private _group = createGroup opfor;
[driver _uav, gunner _uav] joinSilent _group;```
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after that, I don't know if they will try to attack OPFOR or BLUFOR by themselves 😄

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it attacks BLUFOR, yay!

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just don't disassemble it :D
I once had that in the APEX campaign, I hacked a turret, then disassembled it, reassembled it to a more suitable position… and got shot

stray bone
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Ok awesome! Thanks man

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@cinder holly I really appreciate that

cinder holly
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with pleasure! I love finding stuff I don't know 🙂

dusky lodge
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Hi. Does anyone know if it is possible to implement your own sounds if you are playing zeus? I mean the sound module in the zeus options. There are only sounds like a barking dog or something like that...

near dock
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I think I asked that a while ago in #zeus_discussion , lemme find the answer I got

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Thats the answer back from when I asked

strong gazelle
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Ehhm

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Nope 😄 cant see

near dock
strong gazelle
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well i dont see that post you are talking about

near dock
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Ah sorry, what I mean is that you should post what you posted here in #creators_recruiting , because that chat is supposed to be used for that

signal coral
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Is there any way to force-disable 3rd person in custom missions?

signal coral
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Nvm

dusky lodge
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@near dock
Thanks for that

signal coral
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Theres one this that's been bothering me forever, how do I just spawn a magazine or any equipment on the ground that isn't available in the eden menu

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I'm trying to place a 40mm grenade on the ground in the editor

signal coral
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Should be in props if it's for an infantry weapon

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@signal coral

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Cant place vehicle ammo though unless you place a resupply truck

jaunty marsh
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When you “hide” terrain objects does it affect the terrain performance at all? Are those objects still there for players, just hidden?

cinder holly
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I think it is "still there" for the CPU, but GPU-wise it's totally not there so perf boosts indeed, but I am not totally sure about this CPU part at all

wooden garnet
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i understand that you can set a soldier to be a basic medic using attendant = 1; but can i use the config.cpp entries to make a soldier an even better medic? there appear to be advanced levels

cinder holly
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@wooden garnet no better level as of Vanilla, you are either medic or you are not

granite ocean
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ACE implements higher levels of medic if your willing to use mods bit of a learning curve though

wooden garnet
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which is fine @granite ocean . I was wondering if there was a way I could configure my soldier entry in my config.cpp file to have that ACE level of medical skills

pseudo vessel
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I need a mission maker to kind of help me. I want to learn how to use the editor and these youtube videos are not helping..

mossy lava
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Have you tried the tutorial? (graduation cap on the top right)

pseudo vessel
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Eh, it didint help either..

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I know the basics but..

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It also spawns me in the middle of the ocean..

signal coral
gritty quail
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Whats the problem ?

signal coral
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Once a boat sinks even with damage disables it remains in the "sinking physics" state

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it keeps sinking when I place it back upright

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I'm trying to do a race but once a player crashes and it flips it permanently enters a sinking state even when I teleport it upright

gritty quail
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Was takjubg to @pseudo vessel But yeah i dont know how to solve that

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Also does anyone know if there is a mod for a big hangar or where i can find the big Apex hangar that i can fit an C-130 Inside of ?

west silo
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@signal coral Can't you just replace it with a new one and move the player in that one?

signal coral
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Yeah but I have a ton of triggers linked to the variable name for the boat

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Ended up making more boats and duplicate triggers

sullen oriole
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Is there a way me and my friend can both work on a mission together in the Eden editor?

sinful rampart
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teamviewer

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so.. no

near dock
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Its not 3DEN, but wasnt there some mod that let you make missions at the same time ?

cinder holly
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@sullen oriole git repository

near dock
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Xcam or something like that

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@cinder holly That wont let them work together in 3DEN though

cinder holly
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and I am pretty sure I answered this very question somewhere else yesterday…

@near dock nope, not Eden true!
But @sullen oriole you can all work on unit/object placement then merge later

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(and it was in #arma3_editor and not the same person, please carry on)

sinful rampart
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!issuewarning @placid vessel crossposting

quiet nexusBOT
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Done.

placid vessel
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I got this hemmit ammo truck, i need that if it gets destroyed, respawn tickets for blufor drop down to zero...any ideas on how to do it or where to look it up? I hope this is a right place to post this
...

signal coral
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Is there a way to make specific doors locked for specific roles? Like making the hospital doors only be opened by ems role or for polices in the police station.

tulip delta
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Hey guys this might be a dumb question what's the fix for people respawn in where they died?

cinder holly
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add a respawn point @tulip delta

near dock
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Also if you're using the 3Den respawn settings change the respawn location to custom location

abstract mauve
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How does the Antenna modules work in eden editor

near dock
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Antenna module?

cinder holly
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close to the car script

abstract mauve
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in eden editor

cinder holly
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hmm, try finding its function in the Functions Viewer @abstract mauve

tawny holly
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the car script :O

wild quartz
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It is possible to override CBA setting from mission? Im not talking about TAB in-game. because this seams to not working or im doing something wrong. I want change settings that are forced by server (force both client and mission settings).

sinful rampart
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if the server force overwrites mission settings, then... you can't

near dock
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Iirc its User < Mission < Server, no?

sinful rampart
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depends if server forces

spice hornet
#

Hey, I've been trying to think of a rough year of independence for Altis and i found that the offical lore was very vague saying on the wiki:

"With the Cold War approaching its end, so too did the decline of the British Empire.

As Britain's hold over its colonies began to slip, Altis was no exception and eventually gained its independence from the Empire sometime prior to the beginning of the 21st century. Officially reformed into the Republic of Altis and Stratis, the newfound nation was soon accepted as a member of European Union."

Which is pretty broad IMO

Just wondered what other people thought

(The basic idea's that I had were:

60's (Malta and Cyprus gain independence, but that seems to early to fit the end of the cold war)
or
80's (Canada and other major British colonies become independent, which fit's the end of the cold war more closely)
)

#

TL;DR:
When do you think Altis became independent? my thoughts are either 60's or 80's

signal coral
#

I´m not sure if i´m correctly here! I would like know if someone know how to add information to the "Note" (contact dlc) in the editor?

eternal pelican
#

I think it's not possible, only for the solo campaign of dlc contact

#

@signal coral

jade mulch
#

Hello! I have some objects in editor and I would like to export that objects in worldToModel position so I can create that objects vía SQF in any location... is that possible?

jade mulch
#

Uhh sexy

#

Now, my game explodes creating 20 objects 😦

jade mulch
#

any idea'

cinder holly
#

try creating 19?

jade mulch
#

Its about vehicles :/

young garnet
#

for MP mission creators using Eden, do all players joining the server running the mission require contact dlc for dlc assets (structures) to be used in the mission file?

delicate hinge
#

No. Structures are in Enoch addon which is loaded for everyone.

#

To be sure you can always make the mission with contact unloaded in launcher.

young garnet
#

@delicate hinge gotcha thnx. I intend to make a MP mission for a group, some of which have the contact DLC whilst others don't. I will be using the Enoch buildings and I just wanted to check everyone would be able to join/play

obsidian steeple
#

@young garnet non dlc owners can play missions that use dlc assets from First contact

#

just tried yesterday, works fine

young garnet
#

noice

low perch
#

is it possible to make contact campaing coop

thorny pike
#

if you spend a year of work... propably?

cinder holly
#

You would have to wait for it to be un-ebo'd first, then add a unit, and hope scripts don't break in MP

#

the end answer being "yes", one could

pine osprey
#

Heya so i've just started a server, trying to make it into a community with a few friends, i'm wondering if someone could dm me a link to how to set up mission files? We will be a zues server, so i just want it to set map, have the option to just join blufor, and save any mod presets, like ace medical etc.
I tried saving it from editor, however it's a bunch of random numbers that make no sense to me, though i have a relatively large coding knowledge, rather than something that i can mess about with to achieve the goal

#

I'm unfortunately the only person that is starting the server with any kind of knowledge about servers and computing, so i'm having to do a bunch of work to set it up without much assistance, my head hurts XD

#

Oh and also it'd be nice to know how to change how many members can be in a squad and what each position is called

median pivot
#

Not sure abt the mission file part of your question, but I just changed my role section names recently.. when u set your playable units, u have to change the role description by clicking each unit.. it’s written as : role@callsign.. I’ll see if I can find the document for u.. should still have it pulled up

pine osprey
#

Thanks

median pivot
#

Role = Rifleman etc, call sign = alpha 1-1

#

Hold one for doc

#

Sorry I can’t find the doc but I did find this.. it’s another option..

#

Damn it didn’t paste

pine osprey
#

Haha, thanks for the effort man i appreciate it

median pivot
#

Its on Bohemia’s forums under role assignment & Fire teams

#

162244 is the topic number..

#

Mr. H’s comment is what I was talking abt.. u might find something from the whole convo tho..

signal coral
#

So I've made a keypad to teleport you to a cave section, the idea is I want the add action to effect the one who activates the action, I believe I use caller to do this
This is the code I got so far but it's not working

this addAction ["Enter Tunnels", "caller setPos (getPos tp1);", [] , 1, true, false, "", "((_target distance _this) <4)"];

basically I want the one who activates it to get teleported to tp1

signal coral
#

solved it nevermind

sharp cargo
#

@signal coral What was wrong?

signal coral
#

I used getmarkerpos and it worked

mossy lava
#

@pine osprey Sounds like you have Binarize Mission SQM checked in Attributes.

pine osprey
#

@mossy lava Thanks for the advice, in the end i figured out how to make the mission files accurately, thanks! 😄

signal coral
#

I have a looping sitting animation that follows like this

animCiv12 = [] spawn {

civ12 switchmove "HubSittingChairUB_idle2";
animLoop = civ12 addEventHandler ["AnimDone", {
    civ12 switchmove "HubSittingChairUB_idle2"
 }];

};

but when killed he keeps falling the reappearing in the sitting animation and falling again, how do I disable the animation loop when he is killed?

#

It seems like it only does this on switchmove rather than playmove animations

cinder holly
#

@signal coral sqf animLoop = civ12 addEventHandler ["AnimDone", { if (alive civ12) then { civ12 switchmove "HubSittingChairUB_idle2"; }; }];

signal coral
#

@cinder holly beautiful, thanks!

signal coral
#

It seems like it doesn't like certain animations such as

 civ14 switchmove "HubStandingUC_idle1";

animLoop = civ14 addEventHandler ["AnimDone", {
if (alive civ14) then {
civ14 switchmove "HubStandingUC_idle1";
};
}];

I tried both switchmove and play move

#

sometimes they keep doing a put away weapon animation and will briefly for a second do the animation

#

It seems like only civ 12 is working even though both are exectly the same

animLoop = civ12 addEventHandler ["AnimDone", {
if (alive civ12) then {
civ12 switchmove "HubSittingChairUB_idle2";
};
}];

animLoop = civ13 addEventHandler ["AnimDone", {
if (alive civ13) then {
civ13 switchmove "HubSittingChairUB_idle2";
};
}];

#

I'm running both from an init.sqf

cinder holly
#

```sqf yourCode ``` plz

weak crystal
#

Question:

If I use ACE - will I have to do all this stuff in description.ext?

// Revive
reviveMode = 1;
reviveUnconsciousStateMode = 2;
reviveRequiredTrait = 1;
reviveRequiredItems = 2;
reviveRequiredItemsFakConsumed = 1;
reviveDelay = 30;
near dock
#

Have you checked if you can set that in the addon options?

weak crystal
#

And - I seem to be able to control this from the UI in the editor - if I set it there, will I still have to do it here in description.ext?

#

So ACE might say "these normal arma options are not allowed"?

dull wigeon
#

Is it possible to use vanilla respawn points and ACE3 at the same time. I was looking to make it possible to have certain respawn points unlock after objectives are completed. And have no respawn points available at first until the first obj is taken.

mild minnow
#

@dull wigeon You can.

dull wigeon
#

How do I go about doing it.

mild minnow
#

ACE3 doesn't have a respawn system.

dull wigeon
#

Usually I just drop down a map marker of some sort. And name it "respawn_west"

mild minnow
#

Place down a Module: Respawn Position

#

That's the old way.

dull wigeon
#

But I don't want to have only 1 respawn point. 6 miles from base.

mild minnow
dull wigeon
#

I placed a respawn down for blufor. But I would like to be able to have the option to spawn at checkpoint 1 when we complete obj 1. So we dont have to teleport or run across the map

#

ok, thanks.

mild minnow
#

Sync the module with a trigger.

#

Then setup the trigger

#

So when you complete the trigger (objective) the respawn becomes available.

whole lark
#

Does anyone know how to make AI move once then have been spotted/shot at. I want a tank crew to stand around then get into a tank when the play shoots at them or then enter combat.

near dock
#

You can propably do that by checking their behaviour (safe/aware/combat) @whole lark

whole lark
#

ok

delicate hinge
#

Check "combat get in" module.

whole lark
#

Nice thats way much easier than using scripts thats for the help.

cinder holly
#

flashbacks from the OFP editor, where one would use a sensor and link it to a waypoint

whole lark
#

Thanks for the help I got it work, Im working on a remake of the mission form Arma 2 OA Hit And Run. A friend asked me to remake that mission so im going to give it a shot.

stiff bone
#

Hello, I'm creating a single player mission and I wondered if it's possible to disable all movement except for the head.

cobalt patio
#

It is.

stiff bone
#

how

cobalt patio
#

Trying to find the scripting command hang on.

#

It's going to be something like _this cantMove something something.

#

I use to do it to AI for snipers, and they could still wiggle to aim, so if you do it to a player I assume they can look around.

#
//Disable all movement
player enableSimulation false;

//Enable all movements
player enableSimulation true;
#

I think it was this.

stiff bone
#

this won't work. The enableSimulation command disables movement completely

cobalt patio
#
Old topic, but posting this to help the next guy searching for this.

 

The best way I know to disable player movement and still allow head movement is to do this:

player switchMove "HubSpectator_stand";
Then to reneable player movement, do this:

player switchMove "";
#

Another option from someone working on the same thing.

stiff bone
#

i found this too, it's on a steam discussion. It doesn't help me because it plays an animation and it overwrites an animation I already play.

sinful rampart
#

ACE does it, with their handcuffing stuff

#

you can look around but not move

cobalt patio
#

^ Likely with the animation right>

final basin
#

Hmm, any idea on how one could get a leaflet into one's inventory?

cinder holly
#

creating an addon

final basin
#

Bah, of course it's going to be the long way. I can probably addaction & just createVehicle a leaflet when I need it then

cinder holly
#

that's the safest bet

stiff bone
#

Hey, I placed an aircraft with a crew on a taxi way, but they keep taking off when I just want them to stay put. Is there a way to make them not take off?

cinder holly
#
plane setDamage 1;```
#

@stiff bone disableAI might do the trick

signal coral
#

Does removing objects and buildings in a mission for a server improve overall peformance?

cinder holly
#

@signal coral define removing, and nature of said objects?

signal coral
#

Say a building was in the mission, would removing it using the ingame editor improve peformance?

sinful rampart
#

yes?

#

less stuff to render == more performance

signal coral
#

Thanks

#

So in theory removing objects like rocks and fences that server no purpose for most things will improve peformance

thorny pike
#

in theory you could also play OFP... no rocks to hide behind, no fences to block movement. Just flat land and buildings that stick out like a sore thumb in the landscape.

rocky carbon
#

removing objects can start to break the immersion of the surroundings pretty fast.

signal coral
#

any idea how I could change fog color

signal coral
#

@signal coral how many is too many?

#

Also are we talking about hideObjectGlobal or local command version? Obviously every global command will add to JIP queue and may indeed cause trouble

balmy talon
#

question, how do you guys come up with mission names? It's something I always struggle with

cinder holly
#

@signal coral hi, you cannot change fog colour script-wise. you could use some post-process color filters, but it's for the whole image then

signal coral
#

Boof

cinder holly
#

Bwoof*

sullen ruin
woeful magnet
#

Would anybody have a reliable source on the composition / make-up of a USMC light infantry platoon (and subordinate squads) in the 1980s?

#

Wanting to make a fairly accurate roster for an MP mission.

leaden oracle
#

anyone got any idea as to how to get the small alien entity to actually fly?

warped surge
#

theres a wiki page for Contact scripting

leaden oracle
#

read through it, can't make heads or tails of it

edgy edge
#

@leaden oracle there are 2 example missions included

leaden oracle
#

oh

#

can i access it through editor and get an example of the scripting there?

cobalt patio
#

Anyone use Zen's stuff?

#

Like the Occupy Building Script

grim talon
#

how do you make ai helis land in editor

limber blaze
#

random question: why can't the kavala hospital be placed from the eden editor?

#

also why can't it be destroyed?

buoyant vault
#

Dynamic Groups have started lagging for us when opening it with [U] since the latest DLC. Is this happening for anyone else?

real marten
#

Using UnitCapture, I record what I need and the recording works, but after I get the box that tells me to "Press F1 to copy data", pressing F1 won't do anything. F1 key works just fine, but it will not copy the data for some reason. Any workaround for this or known solution?

sinful rampart
#

are you trying that in multiplayer?

real marten
#

nope, sp. The capture stops, movement stops, and I get prompt to press F1

lilac light
#

Hey there. I was wondering if anyone here ever helped create "JGGaming's Takistan Life" from Arma 2 Operation Arrowhead. It was a gamemode/server that I spent a lot of time in and really enjoyed. I made a bunch of lifelong friends in it.

I am currently in the process of recreating it in Arma 3. Mainly just the borders of the OPFOR, INDEP, BLUFOR and CIV territories and a few key buildings. Mainly to run zeus missions in and whatnot. But I digress, I am trying to find a picture of the original map from about 6-7 years ago or someone who helped work on it. Or just someone who also played on it and might have a video that they posted or whatnot.

Cheers in advance, I know it's a long stretch I believe the community dissolved 3 years ago.

woeful magnet
#

Very dumb question but I'm searching and can't find it, does anybody have any suggestions for maps good at emulating southern Iraq / the Iraqi-Kuwaiti border region, ivo that area?

real marten
#

Got "Error Param: Type String, Expected array" when tried running this via objects init: || [ServerLaptop, "Transfer Files", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", {_this distance _target < 2}, {_caller distance _target < 2}," "," ",{hint "FUG"}," ",[], 5,nul,true,false] call BIS_fnc_holdActionAdd

#

it works, but I get a huge error that annoys me when I start the mission

#

Tried using it as Biki tells me to, I'm just very, very novice with anything scripting related, so most of my stuff is copy and paste or just.. taped togherer 😄

near dock
real marten
#

of course, sorry!

near dock
#

No problem happy

real marten
#
[ServerLaptop, 
"Transfer Files", 
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
 "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa",
 {_this distance _target < 2},
 {_caller distance _target < 2},
" ",
" ",
{hint "FUG"},
" ",
[],
5,
nul,
true,
false] 
call BIS_fnc_holdActionAdd```
signal coral
#

Hello there! i have been trying to add this https://www.altisliferpg.com/topic/127-tutorial-civ-passeport/ (Its a passaport script for the civilians) to my 5.0 Life server, i added it without problems , but it doesnt work, whenever i try and use the mouse wheel menu, the option doesnt show, i also have tried using other menu keys but still doesnt show it up. Anyone haves a clue about what could have i done wrong? (I followed step by step the post and made sure everything was in place). If so please tell me, if not thanks for reading it anyways.

warped surge
#

tricky to get Life help here

kindred relic
#

I've placed a few Tracers modules in my mission. While they work and fire correctly in local multiplayer, they don't seem to do anything on a server.

#

There's no scripting involved to cause locality issues, and according to the only thread I found about this, they are tested and working in multiplayer. So I'm confused as to what I need to do.

warped surge
#

never got tracers working myself

#

it just spawns an invisible angry boat anyway :D

#

so I just script my own

west silo
#

@real marten Try [ ServerLaptop, "Transfer Files", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {hint "FUG"}, {}, [], 5, 0, true, false ] call BIS_fnc_holdActionAdd

woeful magnet
#

Its better than nothing. Thanks! @lilac light

#

I'd use Fallujah except its supposed to be Desert Storm and I know I got some folks not willing to suspend some disbelief who might be involved. lol

lilac light
#

All good mate. I wish you luck.

woeful magnet
#

Oh my. Screenshots alone that Desert Battlegrounds one might be perfect. Do you have any personal experience messing around on either map? @lilac light

lilac light
#

Fallujah and Diyala yes, the others not so much. But I'm going to download them and play around with them now.

#

@woeful magnet

woeful magnet
#

Same. I appreciate you drawing my attention to 'em.

lilac light
#

All good mate.

sturdy path
#

Is it possible to allow 3rd view only in vehicles at the custom difficulty settings?

cinder holly
#

Nope, but by scripting yes @sturdy path

grave harness
#

Does the Vehicle Respawn Module not work on a dedi server?

#

locally it worked fine, but uploaded on a server and vehicles didnt respawn at all

#

did i maybe miss something?

rocky sinew
#

Hey guys, im having some ACE issues where players, after they were injured there fatigue/stamina stays really low and does not recover at all...only respawn fixes the issue and thats a bit of a problem cause we do 1-life missions.

  • Advanced ACE medical (not sure if one of these settings are causing issues)
  • Ace fatigues settings including recovery maxed out

Any suggestions?

sterile bane
#

Anyone else encountered this- if you make a mission with Contact enabled, it breaks a ton of stuff?

near dock
#

@sterile bane Do you mean the optional part?

sterile bane
#

No, I mean I launched the game with the Blue button vs Orange, and if I try to use said mission in multiplayer, it causes a ton of errors.

near dock
#

The blue 'play Contact' button?

sterile bane
#

Yep. Breaks multiplayer.

#

Can't make multiplayer missions with it enabled.

near dock
#

If you had read the welcome text you get on your first boot up with contct enabled (atleast i got it) you'd know that the optional part (that you launch arma with when clicking that button) is not necessarily compatible with the vanilla and/or the modded sandbox (aka arma)

sterile bane
#

The question then becomes, why bother enabling the editor in the DLC if it's not compatible with making missions?

near dock
#

To give people the option of using the editor

sterile bane
#

Except it breaks the editor.

#

Or, that is, missions made with the editor.

brazen gust
#

Hey, I’ve created a mission with mods and contact stuff. Now I uploaded the mission on my server and it says every time i tried to connect that Enoch isn’t signed by a key. Can anyone help me?

sterile bane
#

Add the key to your server. @brazen gust But beware, Contact breaks multiplayer in general.

brazen gust
#

But my question is now we’re do I get the key 🤔

grim hearth
#

I'm guessing that it is a3c.bikey in ARMA's keys folder

#

I can confirm that it is not added to the armaserver's keys folder by default though

#

So I guess you upload it from your client

brazen gust
#

i dont have this key in my folder

grim hearth
#

Did you buy contact?

brazen gust
#

yea

grim hearth
#

Odd. I have it on my PC... as I mentioned, it hasn't been autoinstalled on my servers though

brazen gust
#

hm ok

grim hearth
#

So look in the keys folder in the ARMA 3 root folder on your client PC not serverside

brazen gust
#

there is no key with this name

grim hearth
#

Don't know then... I have it in my client install.

brazen gust
#

k im checking my installation with steam

grim hearth
#

No... now I think about it the enoch files are signed against the a3 key... so maybe that was a beta thing. The only key you should need is the a3.bikey. What's the exact error you get when trying to connect

#

For example, air_f_enoch.ebo.a3.bisign

brazen gust
#

whait im repairing arma at the moment then i will try again to connect and send u the issue

#

ok the repairing is finished now i reuploaded the keys hopefully it will work

#

OK. Update! It worked thanks for the help.

grim hearth
#

👍

signal coral
#

@sterile bane what do you think campaign mission were made with?

zealous linden
#

So the guide BI posted for the Alien Behavior is very confusing. The mission on the workshop is wonderful...to watch. But it doesn't help me understand how tf to make any of that happen in the editor. Can anyone explain in normal English how to make the AE have either combat behavior or survey behavior? Or how to get the modules to orbit it?

sharp axle
#

To understand the code a bit easier

#

Just put all the code inside the drone ini in their attributes

#

when they refer to drone itself, they mean the object you wish to utilize on, aka whatever you named it.

woeful magnet
#

Is it possible to make a point of space, say on a pre-existing prop, a scrollwheel teleporting point?

#

There is a hatchway on the stern of the Freedom that I kind of want to turn into a teleport point to get to the flight deck.

#

Or actually, from a point on the flight-deck to that walkway.

signal coral
#

Can you use attach to to glue objects to a units head?

tawny holly
#

yeah

#
brain attachTo[player,[0,0,0.5],"head"];
rocky carbon
#

and no, the attached objects do not follow animations properly

signal coral
#

Sad

#

I would have liked to use the deer mask as a skull

cinder holly
#

maybe coupled with eyeDirection you could (heavily) script it

mossy lava
#

any sort of glitchy wobbliness would add to the effect =p

cinder holly
#

it's the Arma bugs!! RUN!!!!

mossy lava
#

Headbutt anything to send it to space

woeful magnet
#

So dumb question

#

Is there a module that can make a fire-like glow visible at least in some way from about ~1.7km away?

#

Its to visually simulate (just off-map) oil derricks burning in the distance. I've gotten smoke pillars working.

#

For reference it would be late evening, clear skies.

heady scaffold
#

anyone happen to know why people cannot open doors on buildings I placed down via eden?

#

No one can walk through the office buildings, regular houses or even the gates that block certain areas

turbid kindle
#

Am I able to build multiplayer missions with the alien entities ? (having to press the contact button on launcher)

#

please tag when answering

near dock
#

Yes you can

turbid kindle
#

Considering there is no multiplayer option while using the contact button, once I build the mission with it and upload it on the server, will it run like any other mission? and do I need to change anything in server settings what so ever (dedicated server)

woeful magnet
#

Does anybody have the link to the code for using the diary modules to do things like bold text, horizontal rules, etc?

mossy lava
#

@heady scaffold Did you disable simulation on the buildings?

woeful magnet
#

Thanks @mossy lava

shut parrot
#

Hey Guys, I'm currently working on a coop Mission and I am using DAC V3.1b - I tried to set up a Campzone (z4) and link it with z3 - so that the latter would only be re-populated by the former. I'm having trouble though, because z3 is still getting reinforcements from another camp Zone (z5). Which is of course also linked to another regular zone. Can anyone confirm that linking camps is broken with that particular version of DAC?

#

Or broken in general?

heady scaffold
#

@mossy lava Nope. simulations on, I can fully interact with it, players cannot

marsh ferry
#

hey guys. im trying to spawn a custom model .p3d file server side to exclude the need for a mod. I get as far as the object spawning however it just spawns white with the error saying the .paa is not found even tho its at the location

rocky carbon
#

its not very good idea to do that.

#

there is a reason why models etc are packed into properly built and binarized p3d

#

and distributed as addons.

sharp axle
#

It's not a terrible thing if your doing a simple object.

rocky carbon
#

it still has to be binarized runtime for the game and the initialization of the model is not as fast

#

I do not understand this "exclude need for a mod mentality"

#

might be that

sharp axle
#

I done it for small objects like Mcguffins. Or in my last spook Ops a sphere.

#

I don't feel people need a entire mod for a single sphere shape 😛

woeful magnet
#

Anybody know of a low-impact way to make a large fire glow in the distance for players? Dumb as it sounds it'd be mock/sim of basically distant fighting / destruction.

#

From a point actually not too far away just off the map.

#

"Not too far away" being about 1700 meters.

#

Please tag me if anybody has a response.

cinder holly
#

@woeful magnet createLight?

marsh ferry
#

Do you know how I can get it to work planning to use it for small simple objects @sharp axle @rocky carbon

rocky carbon
#

No I do not know. Is it a model you made yourself? If it says it cant find the paa, it means your paths are not correct

cinder holly
#

aaah maybe it is looking for it but doesn't have the mission directory, too

anyway, I don't know anything about 3D.

sharp axle
scenic shard
#

Guys, I'm making a 'man a roadblock' secondary mission, where players have to man a premade (at a semi random pos) roadblock. Some of the encounters are civ or friendly and players are supposed to allow them thru the RB. The Independents are enemy and they come in many flavours, in bus, truck, car, sometimes overtly enemy, sometimes in disguise.
The vec drives to a 'pause point' a few meters from the RB and wait for the gates to open.
I want suggestions for how the enemy AI would behave on arriving at the RB. So far I have it where they wait at the pause point in a non combat mode, if the gate open they drive through. this is a mission fail. If players get close or shoot, the AI bail and go weapons free. Sometimes they detonate a suicide bomb.
I've not coded them yet but other planned behaviours include doing a panic U turn at the pause point and driving away, players are supposed to stop them escaping. Sometimes the'yy try to go around the RB, again players are expected to engage and stop them. Another behaviour is they try to ram the RB gates. Another is where enemy get to pause, bail and engage.

#

What other enemy behaviours might the enemy do on encoutering the rb?

#

heres a pic of the RB, btw. The gates are sync to each other.. opening one auto opens the other..

signal coral
#

hey! I wanted to have ACRE2 follow the zeus around exactly like TFAR does. Or at least let me teleport and speak from his new teleported location without having to remote control a unit. How do I achieve this? Thanks!

#

Everything works perfectly when I remote control a unit, but when I am in zeus camera mode, even if I teleport the 'zeus unit' the voice still comes from the ORIGINAL location of the zeus

near dock
#

are you using a unita s zeus or the curator module? @signal coral

signal coral
#

I tried both

#

virtual entity, and a uniot

#

@near dock

#

when I am a zeus UNIT with the interface on, I teleport the zeus UNIT but for some reason my local directional voice comes from that original LOCATION of the unit, not the new teleported location

#

from my understanding there is no way to have ACRE radios work on a Zeus virtual unit

#

its says "Allow Zeus to talk from the camera location"

#

that just isnt working

cinder holly
#

@woven rose no links without description #rules

ocean void
#

is it better to use mikero's makepbo for mission making? or pbomanager is better?

near dock
#

I usually use pbo manager

ocean void
#

well i usually use pbo manager too, just wanted to know is it better

hexed crown
#

I don't know if this is even the right place to ask, but advice on a mod to add to the server for map marking players in real time. Nothing attached to tons of other mods, just a mod that is easy to add to the server and others can download it and that way in game they are marked on map?

ocean void
#

V

woven rose
#

@cinder holly very sorry about that!

balmy talon
sharp axle
#

Just as it describes it's all tied to the game objectives.

tawny cargo
#

Does anyone have a link to a DUWS template or a dynamic missions template??

near dock
#

@tawny cargo "Dynamic missions template" is a pretty broad question

tawny cargo
#

Mhmmm

near dock
#

Is it a specific mission you want or just any mission?

tawny cargo
#

Like DUWS Dynamic universal war system which you probably know anyway

near dock
#

Mh I dont think I know of one for DUWS

#

you can propably just take the original mission and take a look at it in the editor though

tawny cargo
#

Yea al do that thanks man

near dock
#

(author restrictions might apply BlobHide )

azure wraith
#

Continuing from #arma3_scripting, @frail copper you'll have to be a bit more specific

frail copper
#

Yes i've read that already

azure wraith
frail copper
#

But i'd like some article from the basic stuff to the complex stuff

#

Not to mention i'm super confused in the editor as there are a lot of options

#

The second one you sent looks good enough i guess? @azure wraith

azure wraith
#

Well it is a gigantic toolbox after all.

frail copper
#

Well it's basically a whole development tool

#

So yeah to get introduced with the editor an article with pics or for now a video would be cool

#

I tried searching youtube but it was all about the "simple mission making"

azure wraith
#

Best way to learn is to make a simple mission, and then add a couple of advanced elements on the side to spice things up

#

Like for example having a city assault, but if players destroy a radiotower before enemies are alerted they won't call for reinforcements.

#

Simple end conditions, briefings and debriefings

#

Eventually you get there

#

@frail copper

frail copper
#

Okay

#

But i can't do anything if i'm not familiar with the editor

azure wraith
#

In the editor, press the button at the top right underneath the exit button

#

It'll give you a nice interactive tutorial @frail copper

frail copper
#

oh okay

#

thanks

gaunt temple
#

*Gives AI helicopter a loiter waypoint
Me: So this means you're going to loiter around this waypoint
AI: Mhm
Me: I've set the height and radius you're supposed to loiter at
AI: That makes sense, yes
Me: So why are you just sitting still

azure wraith
#

this might have to do with it

#

@gaunt temple

gaunt temple
#

I figured it out, the helicopter was placed too close to the waypoint

#

But the pattern it made was still pretty weird ngl

#

Sometimes taking massive turns and such

stable sinew
stuck spire
#

@stable sinew im doing everything i can, look in #arma3_config and you'll see whats happening now

stable sinew
#

Ah, don't cross-post as it's against the rules, I saw it after this.

stuck spire
#

Ah sorry

limber blaze
#

uh... question: in the mission.sqm file all items are represented as classes. After a git merge, some IDs appear twice. What's the best way to deal with that?

sinful rampart
#

fix up the IDs manually

limber blaze
#

Can I just add something like an X at the end?

sinful rampart
#

and also the count entries

limber blaze
#

or do they need to be item_nnn?

sinful rampart
#

They are simply not merge friendly.

#

They need to be that syntax

limber blaze
#

hmmm...

#

I assume also the next_id thing, right?

sinful rampart
#

Guess that's new since 3DEN? Don't know that entry

sleek vector
#

Hi. I'm looking for a script for aerial taxis and supply drops. It has to be MP, JIP & Dedicated compatible. Any suggestions?

limber blaze
#

does arma at least reset the IDs to something fancier if I load+save the mission?

#

or do they stay as they are? (mostly asking because gaps)

signal coral
#

Do not manually edit mission sqm, simples.

limber blaze
#

and lose all the progress of one of the git branches? not happening

cinder holly
#

you can merge missions in Eden, that's it

limber blaze
#

I'm talking about a git merge

cinder holly
#

I know

stuck spire
#

Im trying to make my own image appear on a texture but its not appearing.

this setObjectTextureGlobal [0,"pic.jpg"]; this enablesimulationglobal false;

#

Thats what im using inside the texture init section.

stable sinew
#

What is the object you are attempting to texture?

stuck spire
#

User Texture (1m)

#

its transparant grey from one side and from other side u can see straight through

grizzled meteor
#

Based on the path I assume the image is in the mission folder. In that case use the local command setObjectTexture.

stuck spire
#

@grizzled meteor still looks the exact same

grizzled meteor
#

You might also need to set the material:
this setObjectMaterial [0, "\a3\data_f\default.rvmat"];

stuck spire
#

@grizzled meteor so i make a copy of the file, make it a .rvmat file and put it in the directory you have set there?

stable sinew
#

No, that's already there.

grizzled meteor
#

what is the size of your image?

stable sinew
#

Yeah, a weird display can mean your dimensions aren't a power of 2.

gloomy hedge
#

with the support mission type itplays a continnuous music at the start, is there a way to disable that?

cinder holly
#

@gloomy hedge sorry, which mission plays which music?

grizzled meteor
stuck spire
#

@grizzled meteor oh i used gyazo to get the pic online , so i should go to photoshop make new ting that is 512x512 and then add the pic there save it etc..

stable sinew
#

Sure. Try that.

stuck spire
#

ok will do

#

thanks for the fix

#

yet again

hollow bridge
#

Hello all. On Tanoa there is a large green hanger at Aeroport de Tanoa. Is there a way to spawn this in the editor? I cannot find it in the object list.

signal coral
#

the white one?

hollow bridge
#

The very large pale green one with catwalks inside. There is only one. I think its the largest vanilla hanger.

signal coral
#

hmmm yeah you're right i can't find it

signal coral
#

i found it it the config tho

#

Land_Airport_02_hangar_left_F

#

Land_Airport_02_hangar_right_F

#

is 2 parts as you can see

signal coral
#

I was able to spawn it correctly @hollow bridge they have to be 31.4 units apart in the X axis to look correctly

cinder holly
#

31.4m?

signal coral
#

yep

#

i tried until i got it right (the cords are just in front of the tanoa airport)
lh = "Land_Airport_02_hangar_left_F" createVehicle [6971.52,7337.92,0.00143886];
rh = "Land_Airport_02_hangar_right_F" createVehicle [7002.92,7337.92,0.00143886];

cinder holly
#

don't forget to setPos in order to be precise on placement

signal coral
#

the question is how to rotate it safely? i think one would need to attachIt to something like an invisible helipad

cinder holly
#

that or attach one to another? and only rotate the left part for example

#

btw I confirm your 31.4 😉

#

in VR

"Land_Airport_02_hangar_left_F" createVehicle [0,0,0];
"Land_Airport_02_hangar_right_F" createVehicle [31.4,0,0];```
hollow bridge
#

Thanks PCS. I will experiment with this.

cinder holly
#

@signal coral @hollow bridge

rh attachTo [lh, [35.89, 0, 0.025]];```
signal coral
#

yep that's it

wooden garnet
#

question: can you use createTrigger with getPos referencing a dead AI soldier?

#

like, you kill an enemy target...and intel wants you to verify the body...so you have to walk into a small trigger radius created at the dead body's position

#

can you do that?

stable sinew
#

Would it not be easier to just add an action to the body to verify it?

#

Would be a cool use of a hold action or something along those lines.

wooden garnet
#

id love to do whichever is easier 😛

#

and yeah, a hold action of some kind, but im not sure how to set that up

#

wait...actually, i think i do know how

#

ok, ill look later. night!

lusty ivy
#

Can anyone recommend a good tutorial that's still relevant for Eden editor?

cinder holly
#

@lusty ivy no crossposting

lusty ivy
#

@cinder holly What crossposting? I posted in general and they weren't able to help, so I'm trying here. I'm not posting it everywhere and waiting for responses. No one was able to help me so I wanted to try here

cinder holly
#

That's… crossposting.
Also, @wraith cloud already answered you, there is an in-editor tutorial you can find in the menu. Also, depending on what you are looking for there are plenty of Youtube tutorials adapted to your needs

lusty ivy
#

and if you kept reading you'd see that the tutorial is for Zeus not the editor and it wasn't helpful and that every tutorial I found was from 2013 and outdated. He stated he doesn't know anything else and that he can't help beyond that so I said thank you for that and I'll ask in a different channel... If that's crossposting then what should I do?

fast copper
#

@lusty ivy just explore with the editor, that's what I did.

#

everything is labelled

lusty ivy
#

So people told me to do that, but I spent 3 hours looking for an ammo box and couldn't find anything

fast copper
#

You can search "ammo" in the search box above the objects panel

#

Or "supply"

lusty ivy
#

I typed ammo and all I get is, supply, arsenal etc and all I get is characters for ammunition

#

I tired crates etc

#

nothing comes up

fast copper
#

and then if you really don't know something, someone could help you out in #arma3_editor with a specific issue

#

are you using vanilla

lusty ivy
#

Yes, but I tried it with the Aries mod as well

#

Right now all I want to know is how to make objectives (with flavor text) and ammo boxes

#

That's it

fast copper
#

I don't think there is an ammo box in vanilla, but you can use the arsenal as a virtual ammo box.

#

You can make it so that players can only take items of what you allow them to - ammo.

lusty ivy
#

Thank you, that will at least get me start

#

I'll ask in #arma3_editor on how to make objectives and flavor text then

fast copper
lusty ivy
#

I appreciate the help!

fast copper
#

Yes, he is creating a setup for a dynamic Zeus mission but he still shows some stuff.

#

No problem.

lusty ivy
#

Last question, when searching, is Eden Editor what I want to look for? Is that the updated editor that I use today? Will that help filter out old content?

fast copper
#

Search Eden Editor.

lusty ivy
#

Awesome, thanks again!

cinder holly
#

@lusty ivy and there is still an in-editor tutorial for EDEN.

#

(I swear)

lusty ivy
#

I'm in game not, but can't find it on the same screen as the other tutorials

#

Any idea where?

cinder holly
#

in Eden itself, it might be in Help (or About, I am not in front of my computer rn) > editor tutorials

lusty ivy
#

I'll look, but just wanted to show you why I got frustrated... the video @fast copper is very helpful but my options seem different from his. For example, here is what my interface looks like when I type ammo

#

Here is what he gets

#

I'm not sure what I'm doing wrong

#

I swear I'm not usually this much of an idiot

cinder holly
#

Press E to show/hide the left panel, R for the right one

lusty ivy
#

Sorry, not sure how that helps :/

#

Look at the option in the Right panel. He gets options under supplies

#

look at my options

#

totally different

cinder holly
#

Oh wait, didn't see your message about "ammo" x(

#

But yes, look at the top icons: blue = BLUFOR, red = OPFOR etc

Orange, to the right, is objects

#

That is the difference between the two

lusty ivy
#

AHHHHH

#

I spent 3 hours trying to figure this out yesterday and no one knew how to hepl

cinder holly
#

Keyboard shortcut is Tab ;-)

lusty ivy
#

You sir are a gentleman and scholar

#

#

Thanks

#

That was driving me nuts

cinder holly
#

Hahaha
Love to you too ❤

#

But I understand the frustration

near dock
#

So, when are you two getting married heh ?

cinder holly
#

@near dock you're in the plans too

near dock
cinder holly
#

😸 👀

lusty ivy
#

Already booked a place for next month

#

Figure why wait

stable sinew
#

Turning the tank head I'm not sure maybe some rot

mild minnow
#

the purple / pink feel is awesome

stable sinew
#

Thanks man! It's my favorite colors for an ide so I had to make a hastebin fork that saved me time and make it look how I wanted for sqf.

haughty rose
#

looking to make a warlords scenario nut i want to make it work like conquest, any ideas?

#

my main issue is i cant figure out how to make each point have a respawn on it that changes team

#

also i cant figure out how i can remove the voting system

stable sinew
lone coral
#

Hello! I seem to have an slight issue with a paradrop i'm attempting in mission

#

using this in the vehicle init of a BMD-2M

parachute_1 setPosASL (getPosASL this); 
this attachTo [parachute_1, [0, 0, 0]];```
#

give me this result

#

Any ideas why this would be the case?

noble socket
lone coral
#

Hmm

#

How would i go about executing this in the above syntax?

noble socket
#

@lone coral

//    From vehicle init.

//    _veh is the vehicle.
//    _z is the drop height of the vehicle from start position... On the ground.
[this, 100] spawn
{
    params ["_veh", "_z"];

    _cht = createVehicle ["B_parachute_02_F", [0,0,0], [], 0, "FLY"];

    _cht setPos (_veh modelToWorldVisual [0,0,_z]);
    _veh attachTo [_cht, [0,0,0]];

    waitUntil { sleep 0.1; (getPosATL _veh select 2) < 4 };

    detach _veh;
};

lone coral
#

oh wow

#

Nice!

#

Thanks, dude

noble socket
#

No bother.
You may need to play around with the height check for different vehicles / objects. Adding a third param is easy enough though.

The parachute likes to freakout a little when detached.
You can use setDamage after detach but it dissapears once it hits the ground.

lone coral
#

played around some and everything seems to work fine?

#

anything catastrophic and i'll just zoos it

stable delta
#

Can someone help me make a convoy of 6 stay on the road and together

stable delta
#

Also is there a way to get tanks to move faster? Trying to do like a soviet tank assault but its not much of an assault cause they inch forward sometimes, set up is just squad of 4 tanks and 3 move waypoints

stable sinew
#

Just loop them through some waypoints together.

stable delta
#

I have them all grouped and going to move waypoints but the lead always makes it to the last one first

stable delta
#

Thanks for nothing i guess

cinder holly
#

@stable delta how grateful

jolly nest
cinder holly
cinder holly
#

Since its impossible to search in here I need help
Top-right of Discord is a search field.

found the pbo file (which is only one file) on my pc and sent it to a friend
if he puts the pbo in the <A3dir>\Missions directory he can play it;
if you want to see it in Eden you have to send him the %UserProfile%\Documents\Arma 3\Missions\yourMissionName.terrain directory

@lean dawn

#

@lean dawn also, no crossposting #rules -_-"

sinful rampart
#

!issuewarning @lean dawn crossposting

quiet nexusBOT
#

Done.

sinful rampart
strange kelp
#

help me how to set up ace 3 so we don't die

cinder holly
#

place player units away from minefields

mossy lava
#

uncheck Allow Damage

final lantern
#

Hey, How to remove those "Group To" Tracers, to have a a better overview over the map?

#

They're fucking me up since alot of weeks

#

I mean not to remove them but disable them to see them, like hide them

mossy lava
#

You could put the objects in a layer and then toggle visibility.

final lantern
#

ill give it a try

#

thanks!

neon sigil
#

hey, so i'm trying to make a ravage mission and would like the player to have the option to respawn at a random location (the game picks one of the markers at random and respawns them there) or to respawn at a placed sleeping bag, is this possible for a multiplayer mission? (i don't want the players to be able to respawn together by looking at the names and going to the same one as each other)

azure wraith
#

@neon sigil one solution would be to place a respawn point within a trigger area, with the condition

player inArea _thisTrigger

and in activation

player setPos getMarkerPos selectRandom ["markername_1","markername_2","etc"]

and set it as Repeatable.

Probably not the most elegant solution, but should work.

neon sigil
#

Okay, cheers. I'll give that a go!

covert stump
#

Mmm some people seem to have issues with the second mission

#

Its not loading correctly for some as it rwturns them to main menu

#

Any known reasons of why does that happen?

#

It works fine for some people

stable sinew
#

Check the Client RPT for when that happens and see if there's any notable errors.

covert stump
#

It doesnt happen to me so cant check the error those people get

stable sinew
#

Right, but you can get them to submit client RPTs to you to look at.

covert stump
#

Ill have to add someone its random people in the workshop

sharp inlet
#

I can't get C-130s to actually fly at the flyInHeightASL I give them
They just ignore it
I'm putting this flyInHeightASL [200,200,200]; in the init to no avail

sharp inlet
#

this flyInHeight 25; as a counter-test does in fact work

#

but isn't what I want

signal coral
#

Anyone make alits life mission files

near dock
#

Do you want to make one or have someone make you one owowhatsthis ? @signal coral

spare coral
#

@sharp inlet double check your Code

this flyInHeightASL [200, 200, 200];

Should work, but you have to check the terrain too if the terrain is above 200 m over sea the helicopter will fly higher (or any other aircraft)

#

flyinHeight works with terrain level flyInHeightASL works with sea level

woeful magnet
#

Is there a way to change the 'layer' of two textures?

#

I'm making an off-map airbase for rotary support asset players for a mission, and I was laying down some textures for concrete / runway.

#

But I also want to lay out some helipad markers for them, but they disappear under the runway markers.

#

If whoever answers could @ me, that'd be awesome just in case I am not looking at discord.

cinder holly
#

@woeful magnet just setPos a bit higher

woeful magnet
#

Doesn't seem to effect it.

#

For reference its the vanilla circular helipad marking over a vanilla runway strip. @cinder holly

cinder holly
#

Are you creating a map or placing objects?
For the former, go to #arma3_terrain

#

If the latter, I don't know. Maybe placement order.

cinder holly
#

@woeful magnet

woeful magnet
#

Placing objects.

#

I don't have nearly the talent necessary to make maps from whole fabric.

scenic shard
#

@woeful magnet may or may not be relevant... helipad markers are 'ground decals' and conform to the shape of the land, so when you put other objects, like concrete, they always get obscured

woeful magnet
#

Aren't runways also technically ground decals? @scenic shard

scenic shard
#

no, they are roadobjects

#

see picture of helipad placed on ground

#

note that you cannot raise their elevation to bring them up off the ground

#

you might want to try the VR object helpers... VR_Area_01_circle_4_yellow_F etc

#

they don't 'conform' to ground contours and can be lifted clear of the terrain, but unless the underlying ground is flat, they begin to look a bit wierd

#

for example

#

not sure if that picture is clear or helpful, but hope you get the idea

cedar bronze
#

Would it be possible to make a stealth mission using Eden?

cinder holly
#

…yes?

cedar bronze
#

I want to make an assassination mission for my unit

cinder holly
#

It's usually fun

cedar bronze
#

Hiw would I set one up?

cinder holly
#

…place units on the map, add objectives, scripts, ???, profit?
What do you mean by that 🙂

cedar bronze
#

What scripts would I even use?

cinder holly
#

depends on what you want, "a stealthy assassination mission" is quite a broad description

cedar bronze
#

Well, I want the players to sneak into a heavily guarded town, kill a specific enemy unit and then get out

#

I want the enemy to respond to any aggressive actions from the players, but not stay permanently aggro'd

cinder holly
#

you can let the normal AI do its job then.
as for the script itself, sqf not alive unitToKill is a good starting point

cedar bronze
#

Alright. I am gonna have to give a lot of units flashlights and take away their NVG

cinder holly
#

are the enemies OPFOR?

#
{ _x unlinkItem hmd _x ; _x add PrimaryWeaponItem "acc_flashlight" } forEach (allUnits select { side _x == opfor });```
This script set in the initServer.sqf will remove NVGs and add flashlights to all opfor units
cedar bronze
#

Is that a server setting or a mission setting?

cinder holly
#

it is a mission script

cedar bronze
#

Alright. How would I insert that into my mission?

cinder holly
#

in your mission directory, create a new file initServer.sqf, copy-paste the code in it, save et voilà

cedar bronze
#

Alright, thank you

#

Will the effects show up when I am testing the mission, or does the file only take effect when actually playing?

jagged meteor
#

Init scripts are launched every time you launch the mission.

#

This particular init file you created only runs on the server, but in SP (or Eden) your PC should be seen as the server, so...

cedar bronze
#

I hope so :p

sharp axle
#

Would it be possible to disable the water simulation in a certain area?

#

Like allowing troops to move on the seabed

jagged meteor
#

Pretty sure water is a hard part of the map.

#

Unless you get a version of the map that has water level forcibly reduced, I'm afraid I don't see a way.

opaque raft
#

i tried doing that, and well it squished a big picture

#
["init", [readable_0, "briefingpic1.paa",
"
<img size='15' color='#ff9999' image='briefingpic.paa'/>
"
]] call BIS_fnc_initLeaflet;
#

nvm solved it

near dock
#

How did you solve it owowhatsthis ? @opaque raft

#

It might help if someone else has the same problem

opaque raft
#

changed the text to fixed version

near dock
#

Oky, thank you happy

solemn violet
#

Anyone have a second to help me?

cinder holly
#

only if you ask your question!

solemn violet
#

Arma 3
I like the idea that the player can play as any of the 4 squad members. but when you switch from squad leader you cant give orders to the squad anymore, and cant switch back to any other squad member. Can i give all 4 squad members the leader status or something?

cinder holly
#

You can use selectLeader @solemn violet

strange kelp
#

How many hungary in the server?

cinder holly
#

as many of them join @strange kelp

solemn violet
#

That will work on all four at once?

cinder holly
#

no, you have to use group player selectLeader player on every teamswitch

#

don't do that in multiplayer though

solemn violet
#

Yeah it's just a single player mission

#

Thanks lou.

cinder holly
solemn violet
#

That is awesome. So that would make it work for multiplayer or sp right?

cinder holly
#

only SP, as there is this isMultiplayer filter

#

if it is multiplayer, nothing happens

#

in MP one would have to check if the current leader is a player, if he disconnects etc

signal coral
#

so anyone has a good mission with replayability than want to share or test ?

old tapir
#

I need someone to test latest version of arma.warfare before i update them on steam workshop. U comfortable pulling a mission from github and run it in debug mode?

warped surge
#

@signal coral What kind of thing do you mean

#

I have a 2-4 player coop mission that hasn't been played much

#

not much replayability

#

but i think it's decent

#

also anyone know the difference between moduleanimals_f and site_ambient?

hexed crown
#

Ambient Civilian Module. I have knowledge how it works, but what am I missing so it shuts off when players are no longer in the village? Trigger? scipt? Line in which module?

I used a trigger for players present to start the module, using debug, that works, but after leaving the area I can see it stil respawning civilians who go to waypoints and then the cycle repeats. I'd like the module to not activate if playser aren't present

#

through the BI wiki I see this, but those aren't available from what I can see?

ALICE_forcePopulation = <boolean>; - set to true if you want to populate town even without players' presence.

    Example: BIS_loc_acityc_kozlovka setvariable ["ALICE_forcePopulation",true];
    Default value: false

What am I missing? Or where would I place that line?

cinder holly
#

@hexed crown from what I know, ALICE was the Arma 2 system

hexed crown
#

Ok, I see that now, thanks for that tip. Still trying to figure out how to shut off the AI civilians from respawning in the town after a player has left. I know I am well outside the city limit of the civs, watching through zeus and I can see them still respawning

#

And I have the box marked "Is Terminal" and I can se the AI being deleted, but then they respawn to keep the city populated

cinder holly
#

- Automatically avoids spawning and despawning of units in player's vicinity, especially if the position is in direct line of sight.

#

You shouldn't have anything to do

signal coral
#

@warped surge SP missions

warped surge
#

ah ok

signal coral
#

if i could host i would do so but i'm behind a carrier grade NAT

warped surge
#

hehe

hexed crown
#

Think I figured it out. In the trigger, any player present, repeatable, but check "timeout" in the trigger timer and leave them all at 0 for min/mid/max.

My only issue I see now is the second time I entered the city not as many civs spawned, but it did shut off and not have civs there when I was outside the city and trigger area,

So solved, I guess

cinder holly
#

So it seems! And yes, I think the amount of civilians is randomised, too

hexed crown
#

@cinder holly I guess I wasn't clear. When player present I want the CP module to activate, when a player not present there is no reason for the CP module to respawn, despawn, respawn civs over and over

cinder holly
#

Yes…?

hexed crown
#

@cinder holly Thanks for the help, your comments lead me down the right path, I was too focused on why I couldn't find the answer in teh wrong area

cinder holly
#

I meant every time the player comes back, another wave of civilians is spawned, and not especially the same as before, and not especially the same quantity.
Anyway ,glad you had it sorted out!

near bison
#

I have a concern re: the camera movement in Zeus versus the 3Den Editor (though I'm unsure if this is the correct thread/forum):

I would prefer the Zeus camera movement to be "unlocked" from the terrain - like in the 3Den editor, but I cannot figure out how to make them function the same way.

BTW, I have mapped all my camera controls (3Den, and Zeus) to analog my inputs:
-my TrackIR controls "aiming"/turning,
-my joystick controls WASD movement, and
-my rudder pedals control vertical movement - all in analog.

I set it up this way to afford silky smooth camera shots, and I find it less jarring to a viewer than WASD (digital) inputs.

When I'm flying around the map in 3Den, the underlying terrain does not really affect vertical movement of the viewer's camera, and I can drag/drop units with relative ease and accuracy.

However, this smoothness stops when in Zeus. I try to place objects on higher buildings in Zeus where the underlying terrain is not flat, it really degrades placement accuracy, since the Zeus camera wants to keep a constant altitude above ground level (unlike 3Den). The result is jerky vertical camera movements.

Anyone know of a fix?

sharp inlet
#

@spare coral I'm putting

In the C-130's init field in Eden. It still completely ignores it. Got any other ideas?

#

I can replicate this with a default Pawnee on a blank map w/ no scripts. Simple move waypoint. flyInHeightASL has zero effect.

azure wraith
#

Also, mentioned in description of flyInHeightASL, Final height is max(flyInHeight, flyInHeightASL).

sharp inlet
#

It doesn't work for the pawnee, either

cinder holly
#

Is the terrain higher than 200m ASL?

#

@sharp inlet

#

also, default flyInHeight is 50m iirc. If you flyInHeightASL at 200 on a 180m terrain, it will fly to 230m ASL (50m ATL)

cinder holly
#

@signal coral how is it "fake"?

signal coral
#

It’s not fake it is just badly implemented

#

And the notion that BI adds shit because otherwise they don’t have anything to put on spotrep, is beyond idiotic

amber bay
#

Hi guys,
So i need some one to build to build role play mission for my new server
,
If you can just talk to me please

sharp inlet
#

@cinder holly terrain height is 10m max

cinder holly
#

Well, I guess it is indeed broken then.

novel epoch
#

Is there an easy way , to move detailed custom compositions around from map to map with out it getting out of wack and walls tilting / things floating ?

warped surge
#

as in creating custom compositions and using them on another terrain?

#

never had issues with rotation, but they will go up and down to follow the terrain

novel epoch
#

Yes to you question Jesus .

deep blade
#

is there any way to load an unbinarized .p3d model into the game through a mission? I need to test something and make exact changes based on what I see in game

bleak river
deep blade
#

I already tried that. Nothing seems to happen

bleak river
#

Like it doesn't create the model or does the model not change?

deep blade
#

The model doesn't appear

signal coral
unborn flume
#

sorry wrong thread 🙂

undone gazelle
#

Need help setting up a warlords requisition list for Global Mobilisation. I copied all the class names and set them up like the forum describes but the mission won't recognize them

rocky carbon
#

filepatching and mission restart should work @deep blade

mossy lava
#

@novel epoch uncheck surface snapping, move, then transform> snap manually

novel epoch
#

Thanks, I’ll give that a try . I thought I had it off.

solemn violet
#

I am trying to get the task complete/succeeded ui to show up and can not figure out what im doing wrong. Its just a go and kill this guy mission.

TRIGGER=
TYPE: NONE
ACTIVATION: ANY PLAYER
ACTIVATION TYPE: NONE
EXPRESSION CONDITION: !alive unit1a;
I connected that to...

SET TASK STATE=
STATE: SUCCEEDED
SHOW NOTIFICATION: YES

And connected that to...

CREATE TASK=
CONDITION PRESENCE: TRUE
OWNER: GROUPS OF SYNCHRONIZED OBJECTS
STATE: CREATED
TASK TYPE: ATTACK

and that connected to the character with variable unit1a

signal coral
#

Why CAPS?

solemn violet
#

legibility i suppose? do you have anything else to contribute?

torn tree
#

@solemn violet https://community.bistudio.com/wiki/Arma_3_Task_Framework
Use this instead. Works both in SP and MP. I don't know if the modules are actually maintained at all.

Also, asking questions in almost all caps usually doesn't get you answers. Reacting like that towards people telling you that will especially not lead to anything useful

deep blade
#

@rocky carbon filepatching and mission restart should work
I already have filepatching enabled

rocky carbon
#

is it a terrain object or scneario placed one?

#

scenario placed ones I've succsefully edited in the filepatching folder

deep blade
#

it is an unbinarized .p3d file

#

not in the game at all yet

rocky carbon
#

ah

#

that might not work then

#

nothing tells the engine it exists if it has no config I guess

deep blade
#

I remember someone was doing it somehow a while ago but I can't remember who or even the full context of the conversation

#

I only remember the simpleobject command playing a part and the fact the model was in the mission folder

#

I'll try and find the messages but I doubt I will be able to

sleek moth
#

is there a way to lock UAV to only it's owner, so other players can't connect to it?
can't find how to prevent other players (non-owners) from connecting to it

sharp axle
#

Will force a connection to the terminal that is on the unit. As long as that unit doesn't D/C the connection no one can control it

red void
#

Hi guys, so I've made a Eden Editor mini game map for me and my friends to play. I've made a go kart track but i was wondering if there was a way to repair the karts when they drove threw a certain area any help would be much appreciated. 👌

stable aurora
signal coral
#

@red void put a trigger and on activation add {_x setDamage 0} forEach thisList

solemn coral
#

Can use CtrolSetModelScale to enlarge the size of a building?

tawny holly
#

no

signal coral
#

yes but only in UI

signal coral
#

Hey not sure if this is the right place but could I post an RPT for a modded server? The mission keeps reloading and I'm not sure of what the issue is.

cinder holly
#

post it on some log upload site, and post the link here sure

signal coral
#

Best I could find, dosn't fit on pastebin 😦 let me know if you want me to use something else that dosn't require downloading https://file.io/Z8iUgB

near dock
#

thats a lotta rpt

signal coral
#

I know right

#

spoiler: the interesting bit is at the end but I left everything in just in case you wanted to see what mos I had or what

#

at the end the mission loads in a loop, not sure why

near dock
#
Starting mission:
 Mission file: Operation_Aigle_Noir
 Mission world: isladuala3
 Mission directory: mpmissions\Operation_Aigle_Noir.isladuala3\
"No params given for ALIVE_fnc_BUS - exiting..."
Warning Message: 'tracks/' is not a class ('name' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
[1836,103.833,0,"XEH: PreInit started. v3.12.1.190812"]
[CBA] (settings) INFO: Reading settings from settings file.
[CBA] (settings) INFO: Finished reading settings from settings file.
[XEH]: One or more children of class CAManBase do not support Extended Event Handlers. Fall back to loop.
[ACE] (common) INFO: Parsed Settings Configs [91.0 ms]
Attempt to override final function - ace_interaction_fnc_addpassengersactions
Attempt to override final function - ace_medical_fnc_actioncheckpulselocal
Attempt to override final function - ace_medical_fnc_displaypatientinformation
Attempt to override final function - ace_medical_menu_fnc_updateuiinfo
"SquadBarDefault: false"
String STR_RHS_FAC_VDV_45 not found
String STR_RHS_FAC_VDV_45 not found
Attempt to override final function - ace_dogtags_fnc_cancheckdogtag
Attempt to override final function - ace_dogtags_fnc_getdogtagdata
[1836,104.981,0,"XEH: PreInit finished."]
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
CallExtension 'debug_console' could not be found
"Error: 'Stealth sounds' found 0 results for class song"
Warning Message: 'tracks/' is not a class ('duration' accessed)
Warning Message: 'tracks/' is not a class ('duration' accessed)
EPE manager release (0|65|0)```
#

I think thats the important bit

#

"No params given for ALIVE_fnc_BUS - exiting..." could have something to do with it?

signal coral
#

I got intrigued by
"No params given for ALIVE_fnc_BUS - exiting..."
"SquadBarDefault: false"
CallExtension 'debug_console' could not be found
"Error: 'Stealth sounds' found 0 results for class song"
but couldn't get anything about it online

near dock
#

Mh is it just this mission that loops?

signal coral
#

this exact mission didn't loop 2 days ago. restarted the server and it broke. We played a few missions with this configuration (other mission) for a while, didn't have much trouble

near dock
#

did anything get changed between it working and it not working?

signal coral
#

not that I know of

#

just a daily server restart

near dock
#

Huh

signal coral
#

double huh

sinful rampart
#

could have something to do with it?
no
can't see problem in snippet

#

404 not found :sadfox:

near dock
#

Oky, I just noticed the exiting bit

sinful rampart
#

the tracks/ cooould be related, but shouldn't

signal coral
#

do you know what is meant by the tracks/? where can I check that?

sinful rampart
#

literally search for tracks/ occurences in your mission

#

or.... any mods you are loading

signal coral
#

in the source code right? meaning I need to unpack everything?

sinful rampart
#

you can search pbo's with notepad++ too

#

if they aren't too large

#

can you send me full rpt? maybe as zip via PM?

signal coral
#

that's the full thing

near dock
#

^ broken

signal coral
#

reuploading

near dock
#

I'mma use my nitro powers

near dock
#

Heh

signal coral
#

👏

sinful rampart
#

-noPause -noSound useless parameters

signal coral
#

that's done by my host

sinful rampart
#

tell them they are idiots.

near dock
#

that reminds me that I could have just uploaded it in my discord file archive channel to generate a link

signal coral
#

already did, like that time I realised I couldn't upload missions as PBOs.... 🤦

near dock
#

wha thinkEggPlant

signal coral
#

ye right

#

have to upload it as a folder

near dock
#

I feel like that would be a good sign to change hosts heh

signal coral
#

we working on that, but money is an issue so we stuck with what we got (they shit but they cheap)

near dock
#

ah ye that sucks

signal coral
#

but hey it works! sometimes...

near dock
#

Heh

sinful rampart
near dock
#

dedmen over here knowing all the fancy techniques

sinful rampart
#

Hm.. does indeed seem to be tracks.
Check your mission.sqm for tracks/

near dock
#

and no I just meant the cdn.discord link that you posted

sinful rampart
#

that's boring and generic tho

near dock
#

Ye but it works heh

sinful rampart
#

should still have result in binarized :/

#

hm

#

why dis stuff be so complicated

cobalt patio
#

So, I am looking for something like DRO, for milsims..

#

That is a bit easier to customize.

#

I am thinking maybe liberation?